Posts tagged ‘SDL’

I did a Let’s Play of my own game. It’s in 2 parts as I got interrupted, but it’s the same run.

There are 10 levels and on each level you can optionally rescue Princess Broom, which I didn’t do very much. On the last level you just exit the level to claim “normal win”, but if you exit with the Golden Tziken that’s a “tziken win”. I actually made it but I was pretty scared at the end.

What I discovered:

My game is pretty easy actually. Once you know what you’re doing you will probably only die if you either make a mistake by rushing or pressing the wrong button, or you get kind of ambushed by enemies round a corner. Once you have gone past 100 turns and the rabbits start gating in though it’s kind of down to the RNG how many you get over time and if the rabbit gate is near the exit you need to leave through. You can make things more challenging by making it a necessity to rescue Broom on each level which means you have to hunt around for the second key and take more chances.

I put in 8.5 hours on the first day. Some of that was minor coding, setting up new branch on github and so on, but most was designing sprites, which I reveal below. If you are bothered in being fresh to the game and not having any mechanics or things spoiled then you probably shouldn’t look at them. But you’re going to anyway.

I also “designed” a title screen. This would be a lot easier if more people put creative commons licence text on their sites. I suspect a lot of people don’t mind people using their photos but just cba mentioning that. I could email people for permission but eff that, jibber jabbers: I’m here for the cake.

Here’s what “gameplay” looks like with the new sprites. Bats! Why did it have to be bats?!?

My 7DRL this year is called “Sucker” and it’s kind of like Spelunky, without platforms but with a vacuum thing. You go round levels and optionally rescue someone, while looking for the exit, collecting treasure and items that may help you.

There are monsters but combat is more puzzley than combatty. You have this vacuum thing with a chamber in it. You can suck things up that are one square away from you, and spit the top item out to one square away from you. Every 5 turns you can do super-suck or super-blow if you want. Super suck sucks something up from across the room and super blow blows something out across the room.

For full disclosure I am starting with an existing roguelike engine that I have been working on. It’s c++ with SDL and it has sprites and text; you can move about; there’s dungeon generation and lighting; kobolds are randomly drawn in there and do nothing. There’s pathfinding code available etc. It’s all generic though.

I’ve put a video up showing the engine moving too.

You can follow this project on this blog, on the youtube channel that video is on, and you can get the source code from github if you’re brave, but there’s no guarantee that it will work or be easy to use before the end of the 7drl.